3,629 research outputs found

    Analytic frameworks for assessing dialogic argumentation in online learning environments

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    Over the last decade, researchers have developed sophisticated online learning environments to support students engaging in argumentation. This review first considers the range of functionalities incorporated within these online environments. The review then presents five categories of analytic frameworks focusing on (1) formal argumentation structure, (2) normative quality, (3) nature and function of contributions within the dialog, (4) epistemic nature of reasoning, and (5) patterns and trajectories of participant interaction. Example analytic frameworks from each category are presented in detail rich enough to illustrate their nature and structure. This rich detail is intended to facilitate researchers’ identification of possible frameworks to draw upon in developing or adopting analytic methods for their own work. Each framework is applied to a shared segment of student dialog to facilitate this illustration and comparison process. Synthetic discussions of each category consider the frameworks in light of the underlying theoretical perspectives on argumentation, pedagogical goals, and online environmental structures. Ultimately the review underscores the diversity of perspectives represented in this research, the importance of clearly specifying theoretical and environmental commitments throughout the process of developing or adopting an analytic framework, and the role of analytic frameworks in the future development of online learning environments for argumentation

    Conversational Exploratory Search via Interactive Storytelling

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    Conversational interfaces are likely to become more efficient, intuitive and engaging way for human-computer interaction than today's text or touch-based interfaces. Current research efforts concerning conversational interfaces focus primarily on question answering functionality, thereby neglecting support for search activities beyond targeted information lookup. Users engage in exploratory search when they are unfamiliar with the domain of their goal, unsure about the ways to achieve their goals, or unsure about their goals in the first place. Exploratory search is often supported by approaches from information visualization. However, such approaches cannot be directly translated to the setting of conversational search. In this paper we investigate the affordances of interactive storytelling as a tool to enable exploratory search within the framework of a conversational interface. Interactive storytelling provides a way to navigate a document collection in the pace and order a user prefers. In our vision, interactive storytelling is to be coupled with a dialogue-based system that provides verbal explanations and responsive design. We discuss challenges and sketch the research agenda required to put this vision into life.Comment: Accepted at ICTIR'17 Workshop on Search-Oriented Conversational AI (SCAI 2017

    Improving geometry by using dialogic hypermedia tools: A case study

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    In this paper we present the results of using an interactive geometrical environment, regarding the acquisition of certain mathematical skills by deaf students (12-16 years old). Communication and variability skills are analyzed when the class is organized using computer distance support. We present the main trends of the experiences and formative regulation assessment perspective.In this paper we present the results of using an interactive geometrical environment, regarding the acquisition of certain mathematical skills by deaf students (12-16 years old). Communication and variability skills are analyzed when the class is organized using computer distance support. We present the main trends of the experiences and formative regulation assessment perspective

    Using Haptic Virtual Reality to Increase Learning Gains and Construct Knowledge of Unobservable Phenomena

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    This project is designed to be a compilation of ten haptic virtual reality labs using the software zSpace. The labs will follow the NYS Living Environment Standards as well as the Next Generation Science Standards for living environment as well as physical/general science topics for middle school students. The project will be a list of available laboratories along with their appropriate fit into the curriculum and a description of how they fit New York State curriculum standards for the appropriate discipline. The goal of these laboratory assignments is to increase learning gains in students by allowing them to experience scientific phenomena that can often be unrelatable and unobservable

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    From mirroring to guiding: A review of the state of art technology for supporting collaborative learning

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    We review systems that support the management of collaborative interaction, and propose a classification framework built on a simple model of coaching. Our framework distinguishes between mirroring systems, which display basic actions to collaborators, metacognitive tools, which represent the state of interaction via a set of key indicators, and coaching systems, which offer advice based on an interpretation of those indicators. The reviewed systems are further characterized by the type of interaction data they assimilate, the processes they use for deriving higher-level data representations, and the type of feedback they provide to users

    The Implementation of Computer-Assisted Language Learning (CALL) in the EFL Setting: A Case Study in a Secondary School in Indonesia

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    In this digital era, we cannot ignore that the use of Computer Assisted Language Learning (CALL) has given many benefits for both teachers and students in English instruction, especially in facilitating the students with an enjoyable and interesting learning experience. This research is a case study which aimed to investigate: 1) How is the implementation of CALL in the EFL setting, 2) How are the students’ attitude toward the use of CALL in English teaching and learning process, 3) How are the students’ achievement after the implementation of CALL in English teaching-learning process. The Subjects of this research were 30 students at SMA Laboratorium UM Malang. The data of this research were collected from the interview, observation checklist, questionnaire, and tests. The result of this research revealed that the implementation of CALL gave a positive effect on the students' achievement and broaden students' experience in learning English based on authentic context. Moreover, the students also presented positive responses toward the used of CALL in the English teaching-learning process

    Improving geometry by using dialogic hypermedia tools: A case study

    Get PDF
    In this paper we present the results of using an interactive geometrical environment, regarding the acquisition of certain mathematical skills by deaf students (12-16 years old). Communication and variability skills are analyzed when the class is organized using computer distance support. We present the main trends of the experiences and formative regulation assessment perspective.In this paper we present the results of using an interactive geometrical environment, regarding the acquisition of certain mathematical skills by deaf students (12-16 years old). Communication and variability skills are analyzed when the class is organized using computer distance support. We present the main trends of the experiences and formative regulation assessment perspective
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